Dreams (PS4)

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  • Blzer
    Resident film pundit
    • Mar 2004
    • 42515

    #61
    Re: Dreams (PS4)

    Holy hell, the creation depth is overly ambitious.

    It's going to take me till April just to get through the tutorials, and then through September 2021 just to make my first basic creation lol.

    By the way, in the preferences I chose Higher Framerate over Higher Resolution (maybe a PS4 Pro only option?), and I won't be looking back.
    Samsung PN60F8500 PDP / Anthem MRX 720 / Klipsch RC-62 II / Klipsch RF-82 II (x2) / Insignia NS-B2111 (x2) / SVS PC13-Ultra / SVS SB-2000 / Sony MDR-7506 Professional / Audio-Technica ATH-R70x / Sony PS3 & PS4 / DirecTV HR44-500 / DarbeeVision DVP-5000 / Panamax M5400-PM / Elgato HD60

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    • ezio
      MVP
      • Jun 2003
      • 2853

      #62
      Re: Dreams (PS4)

      Originally posted by Blzer
      Holy hell, the creation depth is overly ambitious.

      It's going to take me till April just to get through the tutorials, and then through September 2021 just to make my first basic creation lol.

      By the way, in the preferences I chose Higher Framerate over Higher Resolution (maybe a PS4 Pro only option?), and I won't be looking back.
      Yeah there is so much stuff there I did some really simple creation for one of the tutorials but there is a lot there.

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      • ESPOMAN
        Rookie
        • May 2010
        • 254

        #63
        Re: Dreams (PS4)

        I really just can't make anything in this game. It is like way too deep for me. I also couldn't make anything good on Little Big Planet so I'm not too surprised. I do like playing other people's levels.

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        • Blzer
          Resident film pundit
          • Mar 2004
          • 42515

          #64
          Re: Dreams (PS4)

          I have a few ideas of games that I'm going to try and make first. They will be simple, but yes this is super deep. I never bothered creating in LittleBigPlanet because I'm not creative enough to make levels. Make games, though? The sky is the limit.

          I'm currently in the Logic tutorials. It is getting way overly complex with the amount of things that can be tweaked, which in a way is good because it probably means that you can pretty much create anything that you want to, heh. But yes, this is quite a bit.

          As far as playing games, a lot of them have been fun. Cubric is very, very well done. I've played it about a half hour and I'm probably not even 20% finished with it.
          Samsung PN60F8500 PDP / Anthem MRX 720 / Klipsch RC-62 II / Klipsch RF-82 II (x2) / Insignia NS-B2111 (x2) / SVS PC13-Ultra / SVS SB-2000 / Sony MDR-7506 Professional / Audio-Technica ATH-R70x / Sony PS3 & PS4 / DirecTV HR44-500 / DarbeeVision DVP-5000 / Panamax M5400-PM / Elgato HD60

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          • ezio
            MVP
            • Jun 2003
            • 2853

            #65
            Re: Dreams (PS4)

            Originally posted by ESPOMAN
            I really just can't make anything in this game. It is like way too deep for me. I also couldn't make anything good on Little Big Planet so I'm not too surprised. I do like playing other people's levels.
            I am the same way. I can't create anything good either. Some of the stuff people have made has been amazing thought.

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            • Picci
              MVP
              • Feb 2003
              • 4517

              #66
              Re: Dreams (PS4)

              Originally posted by ESPOMAN
              I really just can't make anything in this game. It is like way too deep for me. I also couldn't make anything good on Little Big Planet so I'm not too surprised. I do like playing other people's levels.
              Originally posted by ezio
              I am the same way. I can't create anything good either. Some of the stuff people have made has been amazing thought.
              By no means would I consider myself a professional with some of the recent game and art releases in Dreams by I do have a degree in design/graphics so permit me to suggest a finer way if you haven't. It depends on if you own move controllers. If you do, then it will feel strange at first, but you'll be whipping them suckers as sooner than not, once you get the hang of it and enjoying it more.

              Thought this on Dreamverse was useful;

              Dreams How to Move Controllers tips and techniques

              <iframe width="560" height="315" src="https://www.youtube.com/embed/ne4-WNIIJMA" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>;

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              • allBthere
                All Star
                • Jan 2008
                • 5847

                #67
                Re: Dreams (PS4)

                I have a very narrow focus for this game. I'm going to try to create muay thai animations with a generic puppet. From there if I can get to a place I feel good about I'll either collaborate with someone good at sculpting or sink a ton of hours into that. I'll also be working on impact/effect results and I thought of a really cool unique way to do that.

                If all of that goes well I'll move to environment. If that goes well or a collab goes well I'll try to collaborate with different scenes which would impact the core gamplay - like RPG interactions with food, excersize, gym's etc.

                So if anyone is good at sculpting or other 'meta' logic let me know. I'm going to primarily focus on the animation because I'm into film in real life and have a history in martial arts including muay thai and boxing/tkd so I know the balance to create something at least semi-true, that also looks cool and powerful and also how it will relate to speed and timing of the rest of the move-set to keep it CONSISTENT. This will take a long time and I'm ok with that! lol
                Liquor in the front, poker in the rear.

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                • Picci
                  MVP
                  • Feb 2003
                  • 4517

                  #68
                  Re: Dreams (PS4)

                  For those who purchased the early access, there's a free Dreams bundle in the PS Store you can download. It includes the Dreams Dynamic Theme, Dreams Official Soundtrack, and Dreams Digital Artbook.

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                  • ezio
                    MVP
                    • Jun 2003
                    • 2853

                    #69
                    Re: Dreams (PS4)

                    Originally posted by Picci
                    For those who purchased the early access, there's a free Dreams bundle in the PS Store you can download. It includes the Dreams Dynamic Theme, Dreams Official Soundtrack, and Dreams Digital Artbook.
                    It looks like you can download it if you pre-ordered the game as well.

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                    • allBthere
                      All Star
                      • Jan 2008
                      • 5847

                      #70
                      Re: Dreams (PS4)

                      animation is good - progress is decent. I made a fighter have a resting fighting stance, then animated a jab, cross, hook and uppercut as well as lead left kick and back right kick to the head. All of those mapped to the controller. Punches look pretty damn good and chain together well- the kicks are just OK, there is wonky bits and it stems from your avatar being 'anchored' to the ground and having to 'move' it rather than adjust joints is where it becomes really tricky and things start to get rather tedious and sometimes unsolvable (at least for me).

                      So I have no doubt I'll have a full nicely animated move set in short order!

                      The problem is impact and I can see I'll likely be disappointed down the road...I'm looking into all this now simultaneously but the game seems to lake a few key factors for a more sim fighter.

                      1. I don't see that I can apply damage to single areas which was my plan.
                      ex. hitting the arm I don't see a way to create damage to the arm so that it can independently be hurt. It seems overall damage until it gets to 0 is the only option (at least that I can see)

                      2. Although you can cause material to 'collide' the result is disappointing for the most part. It looks good with slow nudges but not big fast hits. This is an issue because it looks like I'll have to animate 'reactions to hits' rather than have them happen procedurally. The tech seems semi-there; for example a hook from left to right if landed properly can cause the head to move in the direction of the hit and the hand to cause that motion - but it's not exaggerated enough and maxed out it isn't much to see. Also, other areas of the body simply push the whole avatar around rather than cause a realistic impact. An example would be a body hit moving the character laterally like it's jumping sideways rather than the body folding and any balance being lost. So it's going to be tough to 'sell' the hits.

                      3. Logic
                      this is where it gets REALLY confusing and where smarter people win lol. I'm sure someone else could help me with this but to try and keep it simple I'll give one small example. I had the idea of ragdoll'ing someone if they got hit enough on the chin, but just momentarily - then I thought how cool if I could ragdoll other indivudual parts of the body just momentarily as well - more on that in a bit - the chin is doable - I'm not sure exactly how but it's super complicated. If you have enough 'if and when' switches combined with randomizers and the a trigger for the ragdoll, I'm sure that could happen - but to actually do it and work out which gagets are appropriate for each step in the long chain reaction ....??? lol But I can also see my individual limb thing won't work because you can't apply damage to a limb - you might be able to do it if each part of the body is tagged differently but even then I'm not sure you that would work. It seems like 100% ragdoll or none, and even then I can only get it to work on a clone which isn't helpful.

                      I've learned A LOT in the past few days hahaha. I think platforming games will shine the most over all - for me though I'm going to at least get a full realistic moveset of kickboxing/thai animations. I may even create a whole suite because the way the characters move by default would make for a neat taekwondo game.

                      I hope to see other make some 'niche' games and/or animations/characters - this is truly a rewarding experience even though ultimately I don't think I'll be able to create exactly what I imagined.

                      I'll post a video in a week or two when I get a chance to record a bunch of my animations to see what you guys think.
                      Liquor in the front, poker in the rear.

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                      • georgiafan
                        Hall Of Fame
                        • Jul 2002
                        • 11053

                        #71
                        Re: Dreams (PS4)

                        So how is everyone playing this game ? I don't see it as the type of game I will just play for 3 weeks and move on to another game. Do you just play it occasionally while you also play another game?
                        Retro Redemption - Starting over with a oldschool PowerBone Offense

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                        • Blzer
                          Resident film pundit
                          • Mar 2004
                          • 42515

                          #72
                          Re: Dreams (PS4)

                          I’ll probably keep this as the only game till The Show. I have to dig extremely deep into the customization, and it will be hard if I forget the controls, options, and things of that sort.
                          Samsung PN60F8500 PDP / Anthem MRX 720 / Klipsch RC-62 II / Klipsch RF-82 II (x2) / Insignia NS-B2111 (x2) / SVS PC13-Ultra / SVS SB-2000 / Sony MDR-7506 Professional / Audio-Technica ATH-R70x / Sony PS3 & PS4 / DirecTV HR44-500 / DarbeeVision DVP-5000 / Panamax M5400-PM / Elgato HD60

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                          • Picci
                            MVP
                            • Feb 2003
                            • 4517

                            #73
                            Re: Dreams (PS4)

                            Going to first play Arts Dream when I get the opportunity. I believe its a 3-hour affair. As for the community games in the dreamverse, you have to checkout Fallout 4 just for the shear amazement of what can be done within Dreams. The tutorials will be an on again off again learning tools for my personal game creations.

                            As for multiplayer I read its still in development. Once they complete it, we will be able to play multiplayer games as well as create games together such as a development team.

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                            • 23
                              yellow
                              • Sep 2002
                              • 66469

                              #74
                              Re: Dreams (PS4)

                              Man that ghost of tsushima creation along with the Batman creation is enough for me that this is a must buy

                              Sent from my ONEPLUS A6013 using Tapatalk

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                              • allBthere
                                All Star
                                • Jan 2008
                                • 5847

                                #75
                                Re: Dreams (PS4)



                                <iframe width="560" height="315" src="https://www.youtube.com/embed/PbBDA2Bjr0g" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

                                see if the embed works this time. So it's not amazing and strangely some of the animations don't represent the actual creation - the back kick for example has full extension in my key frames, but in the video you can see it doesn't - it's fine though on the dummies I created it looks cool landing that kick.

                                I created - jab, cross, hook, uppercut in more or less a muay thai stance... I then did roundhouse kicks front and back leg which are more tae kwon do style looking and the backkick is 100% tae kwon do to the body.

                                So I'm encouraged based on the time it takes to create for me at this point - the back kick was maybe 40min

                                I should have made the video include attacks on the dummies but it's been a while me using the ps4 and also they follow you around too much and it can clutter the screen, so maybe the next one lol.

                                going through this and continuing to learn about how mechanics work, I might actually shift gears adn make it 2D/3D which is how most fighting games are really anyway - the damage is a beesh though, it will be so hard to make satisfying hits. another thought i had was making a 3d olympic style TKD contest because of the floaty nature of the puppets, it could be interesting trying to kind of point fight because it would be sort of cat and mouse trying to land kicks from different angles. I would be easier to sell less impacts making them more rare, but raising the stakes for getting hit at the same time. Like a match to 3 or 5 points could get intense.Just thinking out loud - what do you guys think about the animations? It's my first time doing something like this
                                Liquor in the front, poker in the rear.

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